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August 21st, 2020, 01:04 #11
v2.1.4 - resize of the character window causes the 'class & level' box and the 'race' box to expand over the 'theme' and 'companion' areas.
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August 31st, 2020, 05:42 #12
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v2.1.4 - Creating a Starship with less than Tier 1, for example Tier 0.25 (that is Tier 1/4 and 25 build points) causes an error every time you open the ship. It seems to create an empty entry in the build cost list, see attached image.
Error log:
"[8/31/2020 6:26:44 AM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/charstarship.lua"]:87: attempt to index field '?' (a nil value)"
When changing the ship to Tier 1, the error stops popping up. But checking the Build Point costs it seems to add an empty entry every time opening the ship anyway (without error).Last edited by Stigfinnaren; August 31st, 2020 at 05:48.
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September 2nd, 2020, 18:26 #13
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v2.1.4 - Starships counts Drift Engines minimum power unit requirement as power usage. It's just a minimum requirement and should not count as power usage.
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September 2nd, 2020, 18:35 #14
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v2.1.4 - removing a ship from the Ship Combat Tracker causes an error popup in the log.
Error log:
"[9/2/2020 7:31:59 PM] [<color="red">ERROR</color>] Script execution error: [string "ct/scripts/ct_shipentry.lua"]:107: attempt to index global 'windowlist' (a nil value)"
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September 6th, 2020, 19:09 #15
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v2.1.4 - Removing a system that takes power from a Starship does not remove it from the power calculation or the build cost or weapon list.
Edit: Ok, seems to be due to no automation. Removing a weapon does not remove it from the build cost calculation or the weapon list either.Last edited by Stigfinnaren; September 6th, 2020 at 20:12.
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September 7th, 2020, 15:39 #16
Perhaps a good thing to add to Known Issues on first page?
A pretty simple fix would be to change the sDefensiveAbilities variable on line 461 and 1691 of manager_combat2.lua to concatenate the two fields (with a separating semicolon I assume) instead of just using the contents of "defensiveabilities".
Code:local sDefensiveAbilities = string.lower(DB.getValue(nodeNPC, "defensiveabilities", "")) .. "%; weaknesses%; " .. string.lower(DB.getValue(nodeNPC, "weaknesses", ""))
Also, just want to say that I love that it breaks out each effect into a separate entry. This is much better than the PF1e approach of putting all defensive effects into a single effect line.
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Also, I have fixed this long-standing issue with the main tab's UI. See attached.
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EDIT: i've removed the attachments since they'll be included soonLast edited by bmos; September 9th, 2020 at 14:10.
bmos' extensions
he/them
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September 7th, 2020, 19:16 #17
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September 8th, 2020, 01:10 #18
There is currently a clean up in process with SFRPG to eliminate the laggy performance and issues with FGU. 2.1.5 will be coming out soon to address these issues. This may limit some functionality to nail down a base line for the code and then functionality will be added back in slowly over time. Thank you for reporting this bmos and glad for the solution as well.
Dominic Morta
Ruleset Developer
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September 8th, 2020, 13:34 #19Discord User : Samarex#0318
Ultimate License
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Lets Play a RPG
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September 9th, 2020, 01:38 #20
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